mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-22 05:20:05 +00:00
Added base lua manager
- CMakeLists.txt, Makefile, and appveyor now use luajit - lua/LuaManager.[ch]pp has been added which includes a basic script loader & thread scheduler - SCRIPTSDIR has been added to settings.[ch]pp, this specifies what directory lua scripts should be loaded from - Makefile has been updated to include lua/LuaManager.[ch]pp
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6f59001be1
commit
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@ -44,6 +44,7 @@ add_executable(openfusion ${SOURCES})
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set_target_properties(openfusion PROPERTIES OUTPUT_NAME ${BIN_NAME})
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target_link_libraries(openfusion sqlite3)
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target_link_libraries(openfusion lua51)
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# Makes it so config, tdata, etc. get picked up when starting via the debugger in VS
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set_property(TARGET openfusion PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}")
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6
Makefile
6
Makefile
@ -6,7 +6,7 @@ CXX=clang++
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# If compiling with ASAN, invoke like this: $ LSAN_OPTIONS=suppressions=suppr.txt bin/fusion
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CFLAGS=-O3 #-g3 -fsanitize=address
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CXXFLAGS=-Wall -Wno-unknown-pragmas -std=c++17 -O2 -DPROTOCOL_VERSION=$(PROTOCOL_VERSION) -DGIT_VERSION=\"$(GIT_VERSION)\" -I./src -I./vendor #-g3 -fsanitize=address
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LDFLAGS=-lpthread -lsqlite3 #-g3 -fsanitize=address
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LDFLAGS=-lpthread -lsqlite3 -lluajit-5.1 -lstdc++fs #-g3 -fsanitize=address
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# specifies the name of our exectuable
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SERVER=bin/fusion
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@ -19,7 +19,7 @@ WIN_CC=x86_64-w64-mingw32-gcc
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WIN_CXX=x86_64-w64-mingw32-g++
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WIN_CFLAGS=-O3 #-g3 -fsanitize=address
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WIN_CXXFLAGS=-D_WIN32_WINNT=0x0601 -Wall -Wno-unknown-pragmas -std=c++17 -O3 -DPROTOCOL_VERSION=$(PROTOCOL_VERSION) -DGIT_VERSION=\"$(GIT_VERSION)\" -I./src -I./vendor #-g3 -fsanitize=address
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WIN_LDFLAGS=-static -lws2_32 -lwsock32 -lsqlite3 #-g3 -fsanitize=address
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WIN_LDFLAGS=-static -lws2_32 -lwsock32 -lsqlite3 -lluajit-5.1 -lstdc++fs #-g3 -fsanitize=address
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WIN_SERVER=bin/winfusion.exe
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# C code; currently exclusively from vendored libraries
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@ -43,6 +43,7 @@ CXXSRC=\
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src/servers/CNLoginServer.cpp\
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src/servers/CNShardServer.cpp\
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src/servers/Monitor.cpp\
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src/lua/LuaManager.cpp\
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src/db/init.cpp\
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src/db/login.cpp\
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src/db/shard.cpp\
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@ -86,6 +87,7 @@ CXXHDR=\
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src/servers/CNLoginServer.hpp\
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src/servers/CNShardServer.hpp\
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src/servers/Monitor.hpp\
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src/lua/LuaManager.hpp\
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src/db/Database.hpp\
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src/db/internal.hpp\
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vendor/bcrypt/BCrypt.hpp\
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@ -18,6 +18,8 @@ for:
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matrix:
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only:
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- image: GCP-Linux-Ubuntu2004
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install:
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- sh: sudo apt install libluajit-5.1-dev -y
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build_script:
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- ps: |
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$versions = "104", "728", "1013"
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@ -48,6 +50,7 @@ for:
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- image: GCP-Windows-VS2019
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install:
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- cmd: vcpkg install sqlite3:x64-windows
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- cmd: vcpkg install luajit:x64-windows
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- cmd: vcpkg integrate install
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build_script:
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- ps: |
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3
scripts/test.lua
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3
scripts/test.lua
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@ -0,0 +1,3 @@
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print("Hello world!")
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wait(2)
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print("Hello world ~2 seconds later!")
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156
src/lua/LuaManager.cpp
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156
src/lua/LuaManager.cpp
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@ -0,0 +1,156 @@
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#include "lua/LuaManager.hpp"
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#include "servers/CNShardServer.hpp"
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#include "settings.hpp"
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#include <filesystem>
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#include <vector>
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time_t getTime();
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class Script;
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// our "main" state, holds our environment
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lua_State *LuaManager::global;
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std::map<lua_State*, Script*> activeScripts;
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/*
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Basically each script is treated as a coroutine, when wait() is called it gets yielded and is pushed onto the scheduler queue to be resumed.
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*/
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class Script {
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private:
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lua_State *thread;
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lRegistry threadRef; // we'll need to unref this when closing this state
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public:
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Script(std::string source) {
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// make the thread & register it in the registry
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thread = lua_newthread(LuaManager::global);
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threadRef = luaL_ref(LuaManager::global, LUA_REGISTRYINDEX);
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// add this script to the map
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activeScripts[thread] = this;
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// compile & run the script, if it error'd, print the error
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int _retCode;
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if (luaL_loadfile(thread, source.c_str()) || ((_retCode = lua_resume(thread, 0)) != 0 && (_retCode != LUA_YIELD))) {
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std::cout << "[LUA ERROR]: " << lua_tostring(thread, -1) << std::endl;
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}
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}
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// unregister all of our events from the wrappers
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~Script() {
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LuaManager::clearState(thread);
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// remove it from the global registry
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luaL_unref(LuaManager::global, LUA_REGISTRYINDEX, threadRef);
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}
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// c++ moment....
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lua_State* getState() {
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return thread;
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}
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};
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struct scheduledThread {
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lRegistry ref; // ref that should be unref'd before resuming
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time_t time;
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};
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std::map<lua_State*, scheduledThread> scheduleQueue;
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// pauses the script for x seconds
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int OF_wait(lua_State *state) {
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double seconds = luaL_checknumber(state, 1);
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// register the thread in the global registry so we don't get GC'd
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lua_pushthread(state);
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lRegistry ref = luaL_ref(state, LUA_REGISTRYINDEX); // threads decentant of a global state all share the global registry
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// yield the state and push the state onto our scheduler queue
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scheduleQueue[state] = {ref, (int)(seconds*1000) + getTime()};
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return lua_yield(state, 0);
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}
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void luaScheduler(CNServer *serv, time_t currtime) {
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for (auto iter = scheduleQueue.begin(); iter != scheduleQueue.end();) {
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time_t event = (*iter).second.time;
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lRegistry ref = (*iter).second.ref;
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lua_State *thread = (*iter).first;
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// is it time to run the event?
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if (event <= currtime) {
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// remove from the scheduler queue
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scheduleQueue.erase(iter++);
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// unregister the thread
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luaL_unref(thread, LUA_REGISTRYINDEX, ref);
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// resume the state, (wait() returns the delta time since call)
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lua_pushnumber(thread, ((double)currtime - event)/10);
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int err = lua_resume(thread, 1);
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if (err != 0 && err != LUA_YIELD) // if it returned LUA_YIELD, wait() was just called again, not an error!
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LuaManager::printError(lua_tostring(thread, -1));
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} else // go to the next iteration
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++iter;
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}
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}
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void LuaManager::printError(std::string err) {
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std::cerr << "[LUA ERR]: " << err << std::endl;
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}
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void LuaManager::init() {
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// allocate our state
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global = luaL_newstate();
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// open lua's base libraries (excluding the IO for now)
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luaopen_base(global);
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luaopen_table(global);
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luaopen_string(global);
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luaopen_math(global);
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luaopen_debug(global);
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// add wait()
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lua_register(global, "wait", OF_wait);
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activeScripts = std::map<lua_State*, Script*>();
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REGISTER_SHARD_TIMER(luaScheduler, 200);
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// load our scripts
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loadScripts();
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}
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void LuaManager::runScript(std::string filename) {
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new Script(filename);
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}
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void LuaManager::stopScripts() {
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// clear the scheduler queue
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scheduleQueue.clear();
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// free all the scripts, they'll take care of everything for us :)
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for (auto as : activeScripts) {
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delete as.second;
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}
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// finally clear the map
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activeScripts.clear();
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}
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void LuaManager::loadScripts() {
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if (!std::filesystem::exists(settings::SCRIPTSDIR)) {
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std::cout << "[WARN] scripts directory \"" << settings::SCRIPTSDIR << "\" doesn't exist!" << std::endl;
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return;
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}
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// for each file in the scripts director, load the script
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std::filesystem::path dir(settings::SCRIPTSDIR);
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for (auto &d : std::filesystem::directory_iterator(dir)) {
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if (d.path().extension().u8string() == ".lua")
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runScript(d.path().u8string());
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}
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}
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void LuaManager::clearState(lua_State *state) {
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// TODO
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}
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26
src/lua/LuaManager.hpp
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26
src/lua/LuaManager.hpp
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@ -0,0 +1,26 @@
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#pragma once
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#include "core/CNProtocol.hpp"
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#include <string>
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#ifdef _WIN32
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#include <luajit/lua.hpp>
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#else
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#include <luajit-2.1/lua.hpp>
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#endif
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typedef int lRegistry;
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namespace LuaManager {
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extern lua_State *global;
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void init();
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void printError(std::string err);
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// runs the script in the passed file
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void runScript(std::string filename);
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void stopScripts();
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void loadScripts();
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// unregisters the events tied to this state with all wrappers
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void clearState(lua_State *state);
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}
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@ -1,5 +1,6 @@
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#include "servers/CNLoginServer.hpp"
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#include "servers/CNShardServer.hpp"
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#include "lua/LuaManager.hpp"
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#include "PlayerManager.hpp"
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#include "PlayerMovement.hpp"
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#include "BuiltinCommands.hpp"
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@ -120,6 +121,7 @@ int main() {
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Racing::init();
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Database::open();
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Trading::init();
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LuaManager::init();
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switch (settings::EVENTMODE) {
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case 0: break; // no event
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@ -35,6 +35,7 @@ int settings::SPAWN_ANGLE = 130;
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std::string settings::DBPATH = "database.db";
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std::string settings::TDATADIR = "tdata/";
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std::string settings::PATCHDIR = "tdata/patch/";
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std::string settings::SCRIPTSDIR = "scripts";
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std::string settings::NPCJSON = "NPCs.json";
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std::string settings::MOBJSON = "mobs.json";
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@ -27,6 +27,7 @@ namespace settings {
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extern std::string PATCHDIR;
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extern std::string ENABLEDPATCHES;
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extern std::string TDATADIR;
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extern std::string SCRIPTSDIR;
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extern int EVENTMODE;
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extern bool MONITORENABLED;
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extern int MONITORPORT;
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